Emperor Ing's Forum Posts

  • Yeah I too was wondering what would be the best way going about making enemy attack patterns/formations in a vertical shooter- kind of like Galaga (in that the screen doesn't move), but where streams of enemies come in at different formations.

    Would the sine behavior and custom movement be the way to go?

    nonetheless, thanks for the .CAPs, procrastinator, as they will prove very useful

    in my mad mad quest to make Darius III

    .

  • pyteo, those are some good lookin' sprites.

  • Welcome aboard, good sir! I hope Construct suits your needs.

    Always cool to have an industry insider try to start off on his own.

    If you're interested in 3D, I do know of some tutorials in Construct, so you'd have to check Jamesx's tutorial collection topic in the Tutorial section.

  • Like a sort of Ludum Dare but for Construct?

    That might be a neat idea.

  • Awesome music, I'd love to see your SNES stuff too

    They asked for it, and I deliver

    Armstrong Houston, All-American

    The Magician's Revenge

    Agamemnon

    ^This last one is kind of Squaresoft-ish... probably because I used Secret of Mana instruments :p

  • Using a freeware tracker that emulates the Sega Genesis/Mega Drive soundchip:

    http://shiru.untergrund.net/software.shtml

    Anyhoo:

    All there, free for download (click on image to go to album page).

    Nearly 20 minutes of FM/Mega-Drive music. Many tracks not listed in the OP are found here.

    If you want a .zip, look no further!

    http://www.mediafire.com/?zv0a5eojy628i56

    Recommendations from the Emperor himself:

    Funland

    IronLife Rhythm

    Effectual

    ^^this one has got almost a Celtic feel to it, i dunno. I like Celtic :p

    But yeah, download or listen, or something.

    The tracker is a really cool program that I recommend aficionados of 16bit music to pick up and experiment around with. It's good stuff.

    The link in my sig has my newgrounds page. Now, newgrounds sucks a whole lotta dick, but hey, it's somewhere to put my music... though i should probably get a soundcloud or something.

    I also do SNES-style, 8bit, and occasionally, ambient, funk, and classical :-p

    Sorry to clog the board with another "My Music" topic.

  • That worked like a charm!

    Everything is moving swell now. Thanks a whole bunch, newt!

  • Thanks for the great suggestions, TheBen. The Sine Behavior worked like a charm; I had never even considered using it before (and I had always meant to test it out.

    I am still having trouble getting the boss to follow the player in the way i signified.

    I did try out your suggestion, but he just kinda floated there, not doing anything.

    To wit, for anyone who wants to jump in, this is what I'd like the boss to do:

    [quote:1y51gran]

    -I'd like to have it so if the player moves forward, the boss moves ahead with the player

    -If the player moves backwards, towards the boss, the boss will stay still, "waiting" for the player

  • Good thing I didn't download. Hopefully everything gets fixed.

    And since i never use the physics object, there shouldn't be any problems either way, right?

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  • Yeah, my projects all the time have little instances that crop up where I'm like "Meh, that's kinda lame. Oh well, no one will try doing THAT"

    Usually a week or so later I get off my butt and get rid of the problem (sometimes) because well, I'm not too bright with game design, so if -I- notice a flaw, probably everyone will notice it too.

    Case in point:

    In my space-ship survival game, a glitch in the bullet programming makes one particular enemy fire a bullet directly behind it. The player could conceivably guide that bullet all the way to the end of the stage, hit the "End Level" marker in line with the bullet, and have the bullet kill the player while the "CONGRATURATIONS" screen is playing, fucking up the game (as the player would respawn with the Victory Screen covering up everything, making the level virtually unwinnable until a Game Over).

    I saw that, and I'm like "Nah, no one is ever going to do that"

    But a little later, I realized that someone is very well going to do that, so fixed up the coding to destroy all bullets when the "End Level" is touched.

    Once again common sense saves the day!

  • Try this:

    Make a global variable "score" (click on the project tab, and right-click on "Global Variables" to add one)

    Event 1:

    Set text to global variable value, "score"

    When bullet collides with enemy-

    add 100 to global variable "score"

    I did that, and it worked like a charm.

  • Excellent, I thought so (and I'm glad I didn't need to go about making another topic "HEY GUYZ HOW DO I DO X?").

    Now I just need to figure out this movement thingy. I guess I can glean stuff from how those Cooper things move from the Platform School tutorial...

  • Hello everyone, I'm proud to announce that I am roughly 80% done with my first Construct game! This topic covers roughly the final 20%. This game is by design, supposed to be pretty simple, so I don't want anything too fancy. However, for getting to the end of the game, I decided to give players a treat in the form of a big last boss!

    The game is kinda like a shmup, except your ship can't shoot anything. It can dodge though, and that's what you need to do for the boss!

    Any and all help will be appreciated, and when this is all done I'll make sure my credits have a nice big SPECIAL THANKS TO SO-N-SO(s) ON SCIRRA CONSTRUCT FORUMS and all that.

    Anyhoo, here's the .CAP

    http://www.mediafire.com/?x8u5y5az9ulzjtv

    The whole deal is in the Layout L5, and the event sheet GranGola.

    I have not animated the boss yet, or put in attack patterns etc., because i want to get a basic movement down.

    WHAT NEED HELP WITH:

    The boss has a variable which will determine when he starts moving, "GO"

    If "Go" is equal to 1, this is what I would want to happen:

    -I'd like to have the boss kind of float a certain distance behind the player, up and down. Nothing jerky or unnatural, but just kind of floating in place

    -I'd like to have it so if the player moves forward, the boss moves ahead with the player

    -If the player moves backwards, towards the boss, the boss will stay still, "waiting" for the player

    I don't suspect this is all that hard to do, with a little tweaking with Custom Movement, but since I don't know where to start using that, I thought I would ask.

    IDEAS ABOUT ENEMY ATTACK:

    Does this sound right?

    I'd want the boss to shoot a certain pattern of bullets at the player every certain interval-

    I'd set the private variable, say, "Attack1" to 5000, and subtract one every millisecond.

    -at every certain interval (say, 4500, 3000, etc), have the boss spawn a certain number of bullets from certain spawn points, and differing angles

    -when, say, "Attack1" reaches 0, I either go to "Attack2" or just repeat Attack1, I don't know yet.

    Does that sound like a good way to go about doing a somewhat regularly-patterned... attack pattern?

    Thank you all for the help!

  • Sexy name. Hope the build itself is as sexy.

  • When I have an idea, it usually comes out of a song I wrote (check sig for examples), and I start building a world off of that.

    I usually start with either a sketch, or some pixelated chunky MS-Paint graphics.

    Since my graphical capabilities are limited, I am stuck using the fonts SmallFonts and Atari Classic fonts so any project I make doesn't look amateur- to me, aesthetic and style is very important when making a game, because having photoshop shit with lazy gradients and scribbled graphics is NOT something I want to play.

    http://i417.photobucket.com/albums/pp25 ... eview4.jpg

    In here i just kinda started out with a simple "Explore a cave" type game idea, game up with a simple MS-Paint visual aesthetic, and went from there. Since i've hit a roadblock with death animation, I have stopped on this project for right now, but all in all it is a good example of starting from a simple concept, and then working to your strengths and being effective with what you have.

    Are you not a good artist? Make your graphics simpler (if you can't hire someone else)! Not good at level design? Take cues from your favorite games and see how they get you through them. Are you a music type of guy/girl? Play that strength up, while focusing on a single design route and sticking with it, I'd say. I mean, it's no use having a super-detailed player sprite with a complex and emotive score if all he is going to do is jump around some purple rectangles. When I try to make a game I try to have everything on the same page, so at the least, it's consistent. Right now, that means blocky, Atari-esque graphics, but I'm fine with that.

    http://i417.photobucket.com/albums/pp25 ... eview2.jpg

    Here i started out with a simple idea: Make a shmup. However, I didn't (and do not) know how to go about doing that, so the project became not possible with my level of skill. So I scaled back, and said "Well, if I can shoot things, how about I just try to avoid them?" So a weird space-ship frogger-esque thing was born, and nearly done. But you can see I kept the same aesthetic and played to my strengths (the enemies are all consistently animated, the music is appropriate, and things are kept simple).

    All in all, I think this is important to consider when you want to make a game (and take this as you will, since I've never finished one... yet. I'm close ;o )- - -

    1) If you have an idea, see how much your skills can make that idea a reality.

    2) if your skills are not able to bring about what you want to do, you do one of three things:

    a) learn more programming

    b) seek outside help to bring your creation to life

    c) scale back your project into a manageable affair

    All three are legitimate ways of going about things, but I tend to try and keep my projects as simple as possible so I can actually be able to make them (though I've made enough topics in the help section to show that option b is often necessary, too!).

    3) aesthetic is the most valuable assets an indie-laptop game can have. If you have a great game idea, but it's buried under a garbled mess, no one will want to play it. Aesthetic is a way of making your game recognizable, as well as allowing people to enjoy the game as a seamless whole. I've noticed that all "great" games have a singular aesthetic, and we hardly realize it because we're having too much fun playing them.

    Just my thoughts.